Character Stats: Difference between revisions

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== STR ==
== STR ==
<div style="height:0; position:relative; top:-31px; left:48px;">
<div style="height:0; position:relative; top:-31px; left:48px;">
<span class="mw-customtoggle-stat-str" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
<span class="mw-customtoggle-stat-str" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
Line 32: Line 33:
! Effect
! Effect
! Value
! Value
! Notes
 
|-
| ! Notes                                         |
| Melee Base ATK
| ------------------------------------------------ |
| +1 per STR
| Melee Base ATK                                   |
| Applies when using melee weapons.
| +1 per STR                                       |
|-
| Applies when using melee weapons.               |
| Ranged Base ATK
| -                                               |
| +1 every 5 STR
| Ranged Base ATK                                 |
| STR is only a secondary stat for ranged weapons.
| +1 every 5 STR                                   |
|-
| STR is only a secondary stat for ranged weapons. |
| Weight Limit
| -                                               |
| +30 per STR
| Weight Limit                                     |
| Increases how much the character can carry.
| +30 per STR                                     |
|}
| Increases how much the character can carry.     |
| }                                               |


'''STR breakpoint bonus'''
'''STR breakpoint bonus'''
Line 54: Line 56:
! STR
! STR
! Bonus
! Bonus
|-
! STR
| 10
! Bonus
| +1
! STR
|-
 
| 20
| ! Bonus |
| +3
| ------- |
|-
| 10     |
| 30
| +1     |
| +6
| 60      |
|-
| +21    |
| 40
| 110    |
| +10
| +66    |
|-
| -       |
| 50
| 20     |
| +15
| +3     |
|-
| 70      |
| 60
| +28    |
| +21
| 120    |
|-
| +78    |
| 70
| -       |
| +28
| 30     |
|-
| +6     |
| 80
| 80      |
| +36
| +36    |
|-
| 130    |
| 90
| +91    |
| +45
| -       |
|-
| 40      |
| 100
| +10    |
| +55
| 90      |
|}
| +45    |
| 140    |
| +105    |
| -       |
| 50      |
| +15    |
| 100     |
| +55     |
| 150    |
| +120    |
| }       |


'''Breakpoint formula'''
'''Breakpoint formula'''
Line 93: Line 105:


</div>
</div>
== STR ==
<div style="height:0; position:relative; top:-31px; left:48px;">
<span class="mw-customtoggle-stat-str" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-str" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
| ! Notes                                          |
| ------------------------------------------------ |
| Melee Base ATK                                  |
| +1 per STR                                      |
| Applies when using melee weapons.                |
| -                                                |
| Ranged Base ATK                                  |
| +1 every 5 STR                                  |
| STR is only a secondary stat for ranged weapons. |
| -                                                |
| Weight Limit                                    |
| +30 per STR                                      |
| Increases how much the character can carry.      |
| }                                                |
'''STR breakpoint bonus'''
STR gains an extra cumulative Base ATK bonus every 10 points.
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! STR
! Bonus
! STR
! Bonus
! STR
| ! Bonus |
| ------- |
| 10      |
| +1      |
| 60      |
| +21    |
| 110    |
| +66    |
| -      |
| 20      |
| +3      |
| 70      |
| +28    |
| 120    |
| +78    |
| -      |
| 30      |
| +6      |
| 80      |
| +36    |
| 130    |
| +91    |
| -      |
| 40      |
| +10    |
| 90      |
| +45    |
| 140    |
| +105    |
| -      |
| 50      |
| +15    |
| 100    |
| +55    |
| 150    |
| +120    |
| }      |
'''Breakpoint formula'''
<code>n = floor(STR / 10)</code>
<code>STR breakpoint bonus = n * (n + 1) / 2</code>
</div>


== AGI ==
== AGI ==

Revision as of 15:26, 1 June 2026


Stats

Character Stats

Each character stat is responsible for different things. Some stats may affect similar traits.

Special Stats cannot be learned directly right now and are instead granted by some skills.


STR

[Show]

STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.

Effect Value

STR breakpoint bonus

STR gains an extra cumulative Base ATK bonus every 10 points.

STR Bonus STR Bonus STR

Breakpoint formula

n = floor(STR / 10)

STR breakpoint bonus = n * (n + 1) / 2

STR

[Show]

STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.

Effect Value

STR breakpoint bonus

STR gains an extra cumulative Base ATK bonus every 10 points.

STR Bonus STR Bonus STR

Breakpoint formula

n = floor(STR / 10)

STR breakpoint bonus = n * (n + 1) / 2


AGI

[Show]

AGI gives APM and Flee.

Formula

Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)

For players:

+1 Flee per 1 AGI and 1 extra Flee every 2 AGI.

APM

For melee weapons:

Raw APM value += AGI + floor(AGI / 2) + floor(DEX / 5)

For ranged weapons:

Raw APM value += AGI + floor(AGI / 3) + floor(DEX / 5)

Melee weapons

1 AGI = +1 raw APM

Every 2 AGI = +1 extra raw APM

Every 5 DEX = +1 raw APM

Ranged weapons

1 AGI = +1 raw APM

Every 3 AGI = +1 extra raw APM

Every 5 DEX = +1 raw APM

Huuma special case

Huuma is always 60 APM.

After Cast Delay

AGI also reduces ACD.

ACD reduction from AGI: Every 3 AGI = 1% ACD reduction.

ACD from stats and gear is added additively.

Breakpoint

AGI ACD breakpoint table:

10 AGI = +1%

20 AGI = +2%

30 AGI = +3%

40 AGI = +4%

50 AGI = +5%

60 AGI = +7%

70 AGI = +9%

80 AGI = +11%

90 AGI = +13%

100 AGI = +15%

110 AGI = +18%

120 AGI = +21%

130 AGI = +24%

140 AGI = +27%

150 AGI = +30%

160 AGI = +34%

170 AGI = +38%

180 AGI = +42%

190 AGI = +46%

200 AGI = +50%

210 AGI = +55%

220 AGI = +60%

230 AGI = +65%

240 AGI = +70%

250 AGI = +75%

260 AGI = +81%

270 AGI = +87%

280 AGI = +93%

290+ AGI = +100%

VIT

[Show]

VIT increases Max HP.

1 VIT = +1% base HP.

Soft DEF

VIT increases soft physical defense.

Formula:

DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus

1 VIT = +1 Soft DEF

5 AGI = +1 Soft DEF

Soft MDEF

VIT also contributes to soft magical defense.

Formula:

MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus

5 VIT = +1 Soft MDEF2

VIT DEF/MDEF breakpoint

VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.

n = floor(VIT / 10)

Breakpoint bonus = 5 * n * (n + 1) / 2

Examples:

10 VIT = +5

20 VIT = +15 total

30 VIT = +30 total

40 VIT = +50 total

50 VIT = +75 total

60 VIT = +105 total

70 VIT = +140 total

80 VIT = +180 total

90 VIT = +225 total

100 VIT = +275 total

INT

[Show]

INT increases Max SP.

1 INT = +1% base SP.

MATK

INT is the main Base MATK stat.

Formula:

MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus

1 INT = +1 MATK

10 DEX = +1 MATK

3 LUK = +1 MATK

Soft MDEF

INT also increases soft MDEF.

1 INT = +1 MDEF2

INT MATK breakpoint

INT has a cumulative breakpoint every 10 INT.

n = floor(INT / 10)

Breakpoint bonus = n * (n + 1) / 2

Examples:

10 INT = +1 MATK

20 INT = +3 total MATK

30 INT = +6 total MATK

40 INT = +10 total MATK

50 INT = +15 total MATK

60 INT = +21 total MATK

70 INT = +28 total MATK

80 INT = +36 total MATK

90 INT = +45 total MATK

100 INT = +55 total MATK

DEX

[Show]

DEX increases HIT.

1 DEX = +1 Hit.

Variable Cast Time

DEX reduces Variable Cast Time.

1 DEX = 0.5% VCT reduction.

15 DEX = 1% VCT reduction.

Examples:

10 DEX = 5 + 0 = 5% VCT reduction

15 DEX = 7 + 1 = 8% VCT reduction

30 DEX = 15 + 2 = 17% VCT reduction

60 DEX = 30 + 4 = 34% VCT reduction

90 DEX = 45 + 6 = 51% VCT reduction

120 DEX = 60 + 8 = 68% VCT reduction

150 DEX = 75 + 10 = 85% VCT reduction

Base ATK

DEX is the main Base ATK stat for ranged-style weapons.

For ranged weapons:

Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus

1 DEX = +1 Base ATK

10 DEX = breakpoint bonus

For melee weapons, DEX is secondary:

Base ATK = STR + floor(DEX / 5) + floor(LUK / 3) + STR breakpoint bonus

5 DEX = +1 Base ATK

MATK

DEX contributes slightly to MATK.

10 DEX = +1 MATK

APM

DEX contributes to APM the same way for both ranged and melee weapons.

5 DEX = +1 raw APM

LUK

[Show]

LUK contributes to ATK and MATK equally.

3 LUK = +1 ATK and +1 MATK

Flee

LUK contributes to Flee.

5 LUK = +1 Flee

Critical

LUK increases Critical.

Critical = 10 + LUK * 3 + floor(LUK / 9)

Examples:

9 LUK:

Base from LUK = 2.7%

Breakpoint = 1.0%

Total from LUK/breakpoint = 3.7%

90 LUK:

Base from LUK = 27%

Breakpoint = 10%

Total from LUK/breakpoint = 37%

Katar doubles final Critical after calculation.

FLEE

[Show]

Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)

Hit comparison:

Hit Rate = Attacker Hit + 100 - Target Flee

You cannot have more than 50% Flee chance.

Perfect Dodge / Flee2

Perfect Dodge is checked before the normal hit calculation.

It only works for basic attacks and is not gained by normal means, only by external sources like skills or gear.

1 Perfect Dodge = 1% chance to dodge basic attacks.

HIT

[Show]

Hit = existing Hit bonuses + Base Level + DEX + 25

Hit comparison in battle:

Hit Rate = Attacker Hit + 100 - Target Flee

Example:

Attacker Hit = 420

Target Flee = 450

Hit Rate = 420 + 100 - 450

Hit Rate = 70%

The attack has 70% chance to hit.

Your minimum Hit chance is 50%.

CRIT

[Show]

Critical = 10 + LUK * 3 + floor(LUK / 9)

Katar doubles final Critical.

Everything can critically hit:

Magical Damage

Physical Damage

Healing

Shielding

APM

[Show]

Edda uses APM, Attacks per Minute, instead of ASPD.

Melee weapons

Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)

Ranged weapons

Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)

Huuma

Fixed at 60 APM.

Move Speed

[Show]

Base movement speed is 100.

Movement speed cannot be slowed to less than 40, and it cannot be higher than 500.

Higher movement speed value = slower movement.

All bonuses are additive.

A -25 slow and a +25 movement speed bonus nullify each other.

Cast Time

[Show]

Variable cast stat reduction

Stat Cast Reduction = floor(DEX / 2) + floor(DEX / 15)

Final variable cast:

Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100

This means that VCT reductions from gear and stats work additively.

Example:

90 DEX = 51% VCT reduction

In this scenario, having 49% VCT reduction on gear, buffs, or passives will result in no Variable Cast Time.

After Cast Delay

[Show]

AGI contributes

AGI ACD reduction = floor(AGI / 3) + AGI breakpoint table bonus

Breakpoint

AGI ACD breakpoint table:

0 AGI = +0%

10 AGI = +1%

20 AGI = +2%

30 AGI = +3%

40 AGI = +4%

50 AGI = +5%

60 AGI = +7%

70 AGI = +9%

80 AGI = +11%

90 AGI = +13%

100 AGI = +15%

110 AGI = +18%

120 AGI = +21%

130 AGI = +24%

140 AGI = +27%

150 AGI = +30%

160 AGI = +34%

170 AGI = +38%

180 AGI = +42%

190 AGI = +46%

200 AGI = +50%

210 AGI = +55%

220 AGI = +60%

230 AGI = +65%

240 AGI = +70%

250 AGI = +75%

260 AGI = +81%

270 AGI = +87%

280 AGI = +93%

290+ AGI = +100%

ACD also works additively with gear and stats.

Example:

90 AGI = 43% ACD reduction

In this scenario, having 57% ACD reduction on gear, buffs, or passives will result in no ACD.

MDEF

[Show]

MDEF reduces magical damage and is calculated before Soft MDEF.

Damage = damage * (2000 + mdef) / (2000 + mdef * 10)

Damage Reduction examples:

50 MDEF = 18.00% Damage Reduction

100 MDEF = 30.00% Damage Reduction

150 MDEF = 38.57% Damage Reduction

200 MDEF = 45.00% Damage Reduction

250 MDEF = 50.00% Damage Reduction

300 MDEF = 54.00% Damage Reduction

350 MDEF = 57.27% Damage Reduction

400 MDEF = 60.00% Damage Reduction

450 MDEF = 62.31% Damage Reduction

500 MDEF = 64.29% Damage Reduction

If more than 4 attackers are targeting the unit, hard MDEF is reduced.

Each extra attacker reduces hard MDEF by 10% of total MDEF.

DEF

[Show]

DEF reduces physical damage and is calculated before Soft DEF.

Damage = damage * (2000 + def) / (2000 + def * 10)

If more than 4 attackers are targeting a target, hard DEF is reduced.

Each extra attacker reduces hard DEF by 10% of total DEF.

Damage Reduction examples:

50 DEF = 18.00% Damage Reduction

100 DEF = 30.00% Damage Reduction

150 DEF = 38.57% Damage Reduction

200 DEF = 45.00% Damage Reduction

250 DEF = 50.00% Damage Reduction

300 DEF = 54.00% Damage Reduction

350 DEF = 57.27% Damage Reduction

400 DEF = 60.00% Damage Reduction

450 DEF = 62.31% Damage Reduction

500 DEF = 64.29% Damage Reduction

Soft DEF

DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus

VIT breakpoint:

n = floor(VIT / 10)

bonus = 5 * n * (n + 1) / 2

Soft DEF reduces physical damage by the same amount.

It is calculated after DEF, but at this point in the formula it can only reduce damage by half at most.

P.Atk

[Show]

P.Atk increases final physical damage dealt.

1 P.Atk = 1% increased physical damage.

S.Matk

[Show]

S.Matk increases final magical damage dealt.

1 S.Matk = 1% increased magical damage.

H.Plus

[Show]

H.Plus increases final healing done.

1 H.Plus = 1% increased healing.

C.Rate

[Show]

C.Rate increases base critical damage.

1 C.Rate = +1% base critical damage.

C.Rate increases the base critical damage value.

0 C.Rate = Critical Hits deal 140% damage.

10 C.Rate = Critical Hits deal 150% damage.

Res

[Show]

RES decreases final physical damage received, after all DEF and Soft DEF calculations.

Damage = damage * (1000 + res) / (1000 + 10 * res)

Damage Reduction examples:

10 RES = 9.09% Damage Reduction

20 RES = 16.67% Damage Reduction

30 RES = 23.08% Damage Reduction

40 RES = 28.57% Damage Reduction

50 RES = 33.33% Damage Reduction

60 RES = 37.50% Damage Reduction

70 RES = 41.18% Damage Reduction

80 RES = 44.44% Damage Reduction

90 RES = 47.37% Damage Reduction

100 RES = 50.00% Damage Reduction

Mres

[Show]

MRES decreases final magical damage received.

Damage = damage * (1000 + mres) / (1000 + 10 * mres)

Damage Reduction examples:

10 MRES = 9.09% Damage Reduction

20 MRES = 16.67% Damage Reduction

30 MRES = 23.08% Damage Reduction

40 MRES = 28.57% Damage Reduction

50 MRES = 33.33% Damage Reduction

60 MRES = 37.50% Damage Reduction

70 MRES = 41.18% Damage Reduction

80 MRES = 44.44% Damage Reduction

90 MRES = 47.37% Damage Reduction

100 MRES = 50.00% Damage Reduction